Maze's End enters the battlefield tapped.
: Add to your mana pool.
, , Return Maze's End to its owner's hand: Search your library for a Gate card, put it onto the battlefield, then shuffle your library. If you control ten or more Gates with different names, you win the game.
Printings View all
|Dragon's Maze (DGM)||Mythic Rare|
|Promo Set (000)||Rare|
Combos Browse all
|Commander / EDH||Legal|
Maze's End occurrence in decks from the last year
Commander / EDH:
All decks: 0.01%
Maze's End Discussion
2 weeks ago
Allow me to suggest a revision dbpunk, to not be an alternative but weaker Soulbond, and instead makes it a network kinda mechanic that keeps spreading its influence:
Affiliate (When ~ enters the battlefield, put an affiliate counter on up to one other target permanent you control.) - it could place an affiliate counter on itself too.
changes to the suggested cards Show
For the snake:
As long as you control another creature with an affiliate counter, ~ gets +1/+1 and has deathtouch.
Whenever a permanent you control with an affiliate counter on it is tapped, you gain 2 life.
Whenever a player casts a spell that shares a color with a permanent you control with an affiliate counter, you may return a permanent card from your graveyard to your hand.
Whenever a creature or planeswalker an opponent controls is dealt damage, if that permanent has less converted mana cost than the highest converted mana cost among permanents you control with an affiliate counter, exile that permanent.
It changes the power of the mechanic and makes it more synergistic with itself to ever increasing value. The mechanic you suggest is very reminiscent of Soulbond, which was a liked mechanic. It did have issues with memory of who is paired with who though. With Soulbond people usually placed the paired creatures beside each other. With Affiliate, you can pair across permanent supertypes - with creatures affiliating with lands or planeswalkers or whatever. It makes it less practical to place such permanents side by side.
Placing a counter to show affiliate and have that work with any permanent or spell who cares about affiliate, makes it easier to know who's affected and what you can expect from it. It does however make the mechanic way more powerful than the suggested reskinned version of Soulbond, as any previous affiliated permanent may become relevant to a future card that cares about affiliate. That's not a bad thing in my eyes though.
By the way, "Affiliate - As this permanent enters the battlefield, name a permanent. Those cards are affiliated." - this makes you able to name any permanent card in Magic's history, not necessarily a permanent on the board. It also makes it able to affiliate with itself, by choosing its own name. I do think you wanted to make it function basically like Soulbond, if I'm not entirely mistaken, so that's what I went with in the revised version.
Feedback on Boza's suggestion Show
Boza I wont be as drastic as ZendikariWol, but this mechanic just screams to be abused in a recasting shell. I doubt it's gonna be fast enough for eternal formats, except maybe Commander. In Standard however, the ability to pump out banked mana, is a control shell's wet dream. Usually they rely on instant speed card advantage tricks to pull ahead if they don't use their mana for counter or kill spells, but this mechanic effectively gives them a way to advance their board (if for nothing else, then defense) AND keep mana open. If they wont need the mana, they merely advance their alternate win condition. As such I would not expect it to see print in a Standard set, unless it is hyper aggressive or with efficient and widely available artifact removal.
That the ability triggers on cast is also a bit anti-climatic. Like Zendikari says, it makes the ability harder to counter, but on the same level, it makes it easier to make the mechanic irrelevant. If the trigger is on cast, you wont get the benefit of the creature you cast with Affiliate - as it's not yet on the board. Just keep killing or countering the Affiliate creatures and the caster wont see a single Gold coin...
It also makes the Legendary merchant's ability very peculiar, as you don't get the benefit of Affiliate on the token on entry, but on cast. Effectively the token just adds more gold gained by another trigger of Affiliate but also increases the threshold... Counter intuitive but not entirely without purpose.
I also don't get why having creatures with affiliates makes it harder to win with the mechanic. It also gives less incentive for your opponent to remove your stuff, as removing them basically makes it easier to achieve the goal. The 6th creature with affiliate is the one who nets you the win, if you haven't used any gold tokens since, none gained otherwise and none removed. That's a lot of cards to play. Although once you start gaining a good sum of gold from the triggers, you can effectively keep casting more and more, for ever greater sums of gold and eventually win.
Thought experiment; if we assume you have a supply of 9 pieces of 3 CMC Affiliate creatures, you can go off after casting the 3rd. Each generating ever more gold, which can cast the next in line. After casting the 9th, the ability puts you at 18 gold tokens, and the creature is still on the stack, so you only have 8 creatures with Affiliate and win.
ZendikariWol It is counterable, as it's just an ability on cast. Those are harder to counter, true, but not uncounterable. If you keep killing/countering the Affiliate cards, the mechanic is a dud without purpose. Also if you counter the creature with Affiliate and remove any other permanent they control with it, the mechanic cannot cause the win, as it is a static ability. Which is actually a flaw in the design as I don't recall a static ability that causes a win condition. It always hinges on something else happening beforehand. See Felidar Sovereign, Maze's End, Test of Endurance, Thassa's Oracle, Laboratory Maniac. All hinges on some kind of trigger or action beforehand that then checks if you win.
Do consider that if people really went with this as their only win condition, up until the point they can win, the mechanic is largely irrelevant for the opponent. Similarly like Helix Pinnacle. If there's a good mass of these cards, obviously they just go into a control shell as one of multiple win conditions. But if you have to be very conservative and not use these gold tokens if you want to win through them, you're at a huge disadvantage.
I disagree with so many of your points against Boza's mechanic, but I do agree that it is unlikely to happen - at least in Standard. Outside Standard I highly doubt it'll be fast enough. Depends on the number and cheapness of the cards obviously. Free mana is always dangerous to play with - looking at Delve mainly. However CMC 3+ only are way too slow to function, especially if they also tend to provide a benefit for the opponent.
1 month ago
Heroes' Podium , Daxos of Meletis over battlewise hopilite. deathbellows raider out for whats his face, the minotaur planeswalker - Argnath? one of them. messenger's speed for Mark of Fury , Glory , Spear of Heliod , Heroic Intervention , Trostani Discordant , Brimaz, King of Oreskos ?
1 month ago
This is a really cool build. I love the idea of playing with the lesser known token types. However, I think the deck will struggle to consistently hit all of its colors. The addition of cards like Commander's Sphere , Darksteel Ingot , and Fellwar Stone are all budget options that would do wonders for your mana fixing. You might also consider Coalition Relic which costs a little more $$ but is a really good fixer.
Since you already run 10 guild gates, Maze's End might be a fun alternative win-con which could also serve as a slow form of mana fixing.
Another more recent, but obscure token producer is Doomed Artisan
Happy deck building!
2 months ago
@abbatromebone yeah im not sure about Amulet of Vigor either... the idea seemed pretty good though and ive seen it mentioned/talked about many times over in various Maze's End forums but for what my deck is aiming to do i dont think it will shine with the absence of lands like Simic Growth Chamber .
I have most of my gameplan dedicated to colors at least to a point where i can reliably draw into and play for additional fog Dawn Charm power and mainboard universal spot removal with Detention Sphere . Because I'm in 5 colors by default via gates/end Cruel Ultimatum as a 1 or 2 of and between all of this decks draw/cantrips and Expedition Map / Gatecreeper Vine it really isnt too hard to cast; but certainly requires deliberate color fixing/gate fetches... It's a very high risk high reward spell in my opinion. I use Ultimatum very similarly here to how Sphinx's Revelation is used in other Control decks. I truly love this card but using Sphinx's revelation would probably be better; but I personally just like the style points.
2 months ago
2 months ago
I have a very similar idea that I'm tinkering with for modern! I thin you need to have a way to deal with Pithing Needle so they dont name Maze's End and its G.G.... .maybe Return to Nature or Broken Bond or Natural State ?
2 months ago
Fetches would be nice for sure but unfortunately i just dont have ANY in the entire WUBRG Color pie... The manabase isnt exactly competitive (neither is my Modern environment/competition) but it appears to be playable in the repeated Naya Zoo matchups I've been playtesting; I've been losing more often than winning but I dont think its mana related and moreso my spell list...im hoping with the addition of Dawn Charm ill be able to stave off the topdecked Lightning Bolt / Lightning Helix now... However I do have a few Expedition Map s not doing anything that I can certainly put in here to help out my Gatecreeper Vine ! I'll see if that helps.... I actually saw a Primeval Titan at the LGS I got my 2x Hinterland Harbor s from and almost bought it with this deck in mind but I decided against it because I dont really think I have the space to add any means to protect him/give him haste... but maybe?... its kinda a neat idea? but it might end up costing me changing the direction/focus of the deck kinda like you were alluding too... I mainly thought He'd just speed up Maze's End and didnt even consider his synergy with Field of the Dead ... Im kinda having a love/hate for that card so far... the extra chump blockers are really nice sometimes but Whelming Wave kinda nonbos with it and sometimes I just wish it was another copy of Mazes End... Im gonna keep tinkering/playtesting with this list to make it better; thanks again!
3 months ago
ChaosWarrior161: OK, I can dig it. I use Palinchron as a big mana generator in my deck, which works nicely with things like Yarok, the Desecrated (or Deadeye Navigator & Panharmonicon , which would be great in your deck!). My mana base is pretty bogged down in accommodating the whole Maze's End package, but I'd still be interested in your take on my deck and any suggestions! Looking at yours has already made me realize I need to get Thrasios into my build.